| Mod | Save | ||
|---|---|---|---|
| STR | 26 | +8 | +16 |
| DEX | 22 | +6 | +6 |
| CON | 26 | +8 | +16 |
| Mod | Save | ||
|---|---|---|---|
| INT | 25 | +7 | +7 |
| WIS | 25 | +7 | +7 |
| CHA | 30 | +10 | +18 |
Divine Awareness. Anathema knows if he hears a lie.
Unholy Restoration. If Anathema dies outside of the Blood Rift, his body disappears, and he gains a new body instantly, reviving with all its Hit Points somewhere in the Blood Rift.
Legendary Resistance (4/Day). If Anathema fails a saving throw, he can choose to succeed instead.
Magic Resistance. Anathema has Advantage on saving throws against spells and other magical effects.
Multiattack. Anathema makes two Flying Sword attacks.
Flying Sword. Melee or Ranged Attack Roll: +19, reach 10 ft. or range 120 ft. Hit: 25 (4d6 + 11) Slashing damage plus 36 (8d8) Necrotic damage. Hit or Miss: The sword magically returns to Anathema's hand or hovers within 5 feet of him immediately after a ranged attack.
Spellcasting. Anathema casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 25):
At Will: Detect Evil and Good
1/Day Each: Commune, Control Weather, Dispel Evil and Good, Resurrection
Mark of the Damned: One creature that Anathema can see within 120' must roll a DC 25 Wisdom Saving Throw or become vulnerable to necrotic damage for 1 minute.
Legendary Action Uses: 3. Immediately after another creature’s turn, Anathema can expend a use to take one of the following actio. Anathema regains all expended uses at the start of each of his turns.
Blinding Gaze. Constitution Saving Throw: DC 25, one creature Anathema can see within 120 feet. Failure: The target has the Blinded condition for 1 minute. Failure or Success: Anathema can’t take this action again until the start of its next turn.
Teleport. Anathema teleports up to 60 feet to an unoccupied space he can see. Dexterity Saving Throw: DC 25, each creature in a 10-foot Emanation originating from Anathema at his destination space. Failure: 11 (2d10) Necrotic damage. Success: Half damage.
Siphon Life. 60' Range. +18 to hit. 6d8 Necrotic Damage and half regained by Anathema as healing
Aura of Despair (30' radius): Creatures inside the aura:
- receive disadvantage to Wisdom Saving Throws.
- cannot regain hit points.
- take 3d6 psychic damage at the start of their turn.
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